protected void onRefreshResourceClick(GameObject obj) { // 从数据库中查找 mResourceList.Clear(); List <EffectData> dataList; mSQLiteEffect.queryAll(out dataList); int count = dataList.Count; for (int i = 0; i < count; ++i) { EffectAtlas effectAtlas = new EffectAtlas(); effectAtlas.mAtlasName = dataList[i].mResource; effectAtlas.mAnimSetList = new List <EffectAnim>(); List <EffectFrameData> frameDataList; mSQLiteEffectFrame.query(dataList[i].mID, out frameDataList); int frameDataCount = frameDataList.Count; for (int j = 0; j < frameDataCount; ++j) { EffectAnim anim = new EffectAnim(); anim.mID = frameDataList[j].mID; anim.mAction = frameDataList[j].mAction; anim.mDirection = frameDataList[j].mDirection; anim.mTextureSet = frameDataList[j].mAction + "_dir" + frameDataList[j].mDirection; effectAtlas.mAnimSetList.Add(anim); } mResourceList.Add(effectAtlas); } mEffectCount.setLabel("图集数量:0/" + mResourceList.Count); // 设置 setCurAtlas(0); }
protected void setCurAnim(int index) { if (index < 0 || index >= mResourceList[mAtlasIndex].mAnimSetList.Count) { return; } mAnimIndex = index; EffectAtlas curAtlas = mResourceList[mAtlasIndex]; EffectAnim curAnim = curAtlas.mAnimSetList[mAnimIndex]; float playSpeed = stringToFloat(mPlaySpeed.getText()); mEffectSpriteInstance.play(curAnim.mTextureSet, findPosList(curAnim), mPlayLoop.getChecked(), playSpeed); mEffectName.setText(curAtlas.mAtlasName + "/" + curAnim.mTextureSet); checkPause(); mAnimCount.setLabel("序列帧数量:" + (mAnimIndex + 1) + "/" + curAtlas.mAnimSetList.Count); }